From ec887b114f2eea149f7b9a70eb4c97b302c144fe Mon Sep 17 00:00:00 2001
From: Jai A P <78354625+Jai-JAP@users.noreply.github.com>
Date: Wed, 29 Dec 2021 10:27:50 +0530
Subject: [PATCH] Create Readme.orig.md
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+
+
+[![Build Status](https://img.shields.io/endpoint.svg?url=https%3A%2F%2Factions-badge.atrox.dev%2FGTAmodding%2Fre3%2Fbadge%3Fref%3Dmaster&style=flat)](https://actions-badge.atrox.dev/GTAmodding/re3/goto?ref=master)
+
+
+## Intro
+
+In this repository you'll find the fully reversed source code for GTA III ([master](https://github.com/GTAmodding/re3/tree/master/) branch) and GTA VC ([miami](https://github.com/GTAmodding/re3/tree/miami/) branch).
+
+It has been tested and works on Windows, Linux, MacOS and FreeBSD, on x86, amd64, arm and arm64.\
+Rendering is handled either by original RenderWare (D3D8)
+or the reimplementation [librw](https://github.com/aap/librw) (D3D9, OpenGL 2.1 or above, OpenGL ES 2.0 or above).\
+Audio is done with MSS (using dlls from original GTA) or OpenAL.
+
+The project has also been ported to the [Nintendo Switch](https://github.com/AGraber/re3-nx/),
+[Playstation Vita](https://github.com/Rinnegatamante/re3) and
+[Nintendo Wii U](https://github.com/GaryOderNichts/re3-wiiu/).
+
+We cannot build for PS2 or Xbox yet. If you're interested in doing so, get in touch with us.
+
+## Installation
+
+- re3 requires PC game assets to work, so you **must** own [a copy of GTA III](https://store.steampowered.com/app/12100/Grand_Theft_Auto_III/).
+- Build re3 or download the latest build:
+ - [Windows D3D9 MSS 32bit](https://nightly.link/GTAmodding/re3/workflows/re3_msvc_x86/master/re3_Release_win-x86-librw_d3d9-mss.zip)
+ - [Windows D3D9 64bit](https://nightly.link/GTAmodding/re3/workflows/re3_msvc_amd64/master/re3_Release_win-amd64-librw_d3d9-oal.zip)
+ - [Windows OpenGL 64bit](https://nightly.link/GTAmodding/re3/workflows/re3_msvc_amd64/master/re3_Release_win-amd64-librw_gl3_glfw-oal.zip)
+ - [Linux 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/ubuntu-18.04-gl3.zip)
+ - [MacOS 64bit x86-64](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/macos-latest-gl3.zip)
+- Extract the downloaded zip over your GTA 3 directory and run re3. The zip includes the binary, updated and additional gamefiles and in case of OpenAL the required dlls.
+
+## Screenshots
+
+![re3 2021-02-11 22-57-03-23](https://user-images.githubusercontent.com/1521437/107704085-fbdabd00-6cbc-11eb-8406-8951a80ccb16.png)
+![re3 2021-02-11 22-43-44-98](https://user-images.githubusercontent.com/1521437/107703339-cbdeea00-6cbb-11eb-8f0b-07daa105d470.png)
+![re3 2021-02-11 22-46-33-76](https://user-images.githubusercontent.com/1521437/107703343-cd101700-6cbb-11eb-9ccd-012cb90524b7.png)
+![re3 2021-02-11 22-50-29-54](https://user-images.githubusercontent.com/1521437/107703348-d00b0780-6cbb-11eb-8afd-054249c2b95e.png)
+
+## Improvements
+
+We have implemented a number of changes and improvements to the original game.
+They can be configured in `core/config.h`.
+Some of them can be toggled at runtime, some cannot.
+
+* Fixed a lot of smaller and bigger bugs
+* User files (saves and settings) stored in GTA root directory
+* Settings stored in re3.ini file instead of gta3.set
+* Debug menu to do and change various things (Ctrl-M to open)
+* Debug camera (Ctrl-B to toggle)
+* Rotatable camera
+* XInput controller support (Windows)
+* No loading screens between islands ("map memory usage" in menu)
+* Skinned ped support (models from Xbox or Mobile)
+* Rendering
+ * Widescreen support (properly scaled HUD, Menu and FOV)
+ * PS2 MatFX (vehicle reflections)
+ * PS2 alpha test (better rendering of transparency)
+ * PS2 particles
+ * Xbox vehicle rendering
+ * Xbox world lightmap rendering (needs Xbox map)
+ * Xbox ped rim light
+ * Xbox screen rain droplets
+ * More customizable colourfilter
+* Menu
+ * Map
+ * More options
+ * Controller configuration menu
+ * ...
+* Can load DFFs and TXDs from other platforms, possibly with a performance penalty
+* ...
+
+## To-Do
+
+The following things would be nice to have/do:
+
+* Fix physics for high FPS
+* Improve performance on lower end devices, especially the OpenGL layer on the Raspberry Pi (if you have experience with this, please get in touch)
+* Compare code with PS2 code (tedious, no good decompiler)
+* [PS2 port](https://github.com/GTAmodding/re3/wiki/PS2-port)
+* Xbox port (not quite as important)
+* reverse remaining unused/debug functions
+* compare CodeWarrior build with original binary for more accurate code (very tedious)
+
+## Modding
+
+Asset modifications (models, texture, handling, script, ...) should work the same way as with original GTA for the most part.
+
+CLEO scripts work with [CLEO Redux](https://github.com/cleolibrary/CLEO-Redux).
+
+Mods that make changes to the code (dll/asi, limit adjusters) will *not* work.
+Some things these mods do are already implemented in re3 (much of SkyGFX, GInput, SilentPatch, Widescreen fix),
+others can easily be achieved (increasing limis, see `config.h`),
+others will simply have to be rewritten and integrated into the code directly.
+Sorry for the inconvenience.
+
+## Building from Source
+
+When using premake, you may want to point GTA_III_RE_DIR environment variable to GTA3 root folder if you want the executable to be moved there via post-build script.
+
+Clone the repository with `git clone --recursive https://github.com/GTAmodding/re3.git`. Then `cd re3` into the cloned repository.
+
+Linux Premake
+
+For Linux using premake, proceed: [Building on Linux](https://github.com/GTAmodding/re3/wiki/Building-on-Linux)
+
+
+
+Linux Conan
+
+Install python and conan, and then run build.
+```
+conan export vendor/librw librw/master@
+mkdir build
+cd build
+conan install .. re3/master@ -if build -o re3:audio=openal -o librw:platform=gl3 -o librw:gl3_gfxlib=glfw --build missing -s re3:build_type=RelWithDebInfo -s librw:build_type=RelWithDebInfo
+conan build .. -if build -bf build -pf package
+```
+
+
+MacOS Premake
+
+For MacOS using premake, proceed: [Building on MacOS](https://github.com/GTAmodding/re3/wiki/Building-on-MacOS)
+
+
+
+FreeBSD
+
+For FreeBSD using premake, proceed: [Building on FreeBSD](https://github.com/GTAmodding/re3/wiki/Building-on-FreeBSD)
+
+
+
+Windows
+
+Assuming you have Visual Studio 2015/2017/2019:
+- Run one of the `premake-vsXXXX.cmd` variants on root folder.
+- Open build/re3.sln with Visual Studio and compile the solution.
+
+Microsoft recently discontinued its downloads of the DX9 SDK. You can download an archived version here: https://archive.org/details/dxsdk_jun10
+
+**If you choose OpenAL on Windows** You must read [Running OpenAL build on Windows](https://github.com/GTAmodding/re3/wiki/Running-OpenAL-build-on-Windows).
+
+
+> :information_source: premake has an `--with-lto` option if you want the project to be compiled with Link Time Optimization.
+
+> :information_source: There are various settings in [config.h](https://github.com/GTAmodding/re3/tree/master/src/core/config.h), you may want to take a look there.
+
+> :information_source: re3 uses completely homebrew RenderWare-replacement rendering engine; [librw](https://github.com/aap/librw/). librw comes as submodule of re3, but you also can use LIBRW enviorenment variable to specify path to your own librw.
+
+If you feel the need, you can also use CodeWarrior 7 to compile re3 using the supplied codewarrior/re3.mcp project - this requires the original RW33 libraries, and the DX8 SDK. The build is unstable compared to the MSVC builds though, and is mostly meant to serve as a reference.
+
+## Contributing
+As long as it's not linux/cross-platform skeleton/compatibility layer, all of the code on the repo that's not behind a preprocessor condition(like FIX_BUGS) are **completely** reversed code from original binaries.
+
+We **don't** accept custom codes, as long as it's not wrapped via preprocessor conditions, or it's linux/cross-platform skeleton/compatibility layer.
+
+We accept only these kinds of PRs;
+
+- A new feature that exists in at least one of the GTAs (if it wasn't in III/VC then it doesn't have to be decompilation)
+- Game, UI or UX bug fixes (if it's a fix to original code, it should be behind FIX_BUGS)
+- Platform-specific and/or unused code that's not been reversed yet
+- Makes reversed code more understandable/accurate, as in "which code would produce this assembly".
+- A new cross-platform skeleton/compatibility layer, or improvements to them
+- Translation fixes, for languages original game supported
+- Code that increase maintainability
+
+We have a [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) document that isn't followed or enforced very well.
+
+Do not use features from C++11 or later.
+
+
+## History
+
+re3 was started sometime in the spring of 2018,
+initially as a way to test reversed collision and physics code
+inside the game.
+This was done by replacing single functions of the game
+with their reversed counterparts using a dll.
+
+After a bit of work the project lay dormant for about a year
+and was picked up again and pushed to github in May 2019.
+At the time I (aap) had reversed around 10k lines of code and estimated
+the final game to have around 200-250k.
+Others quickly joined the effort (Fire_Head, shfil, erorcun and Nick007J
+in time order, and Serge a bit later) and we made very quick progress
+throughout the summer of 2019
+after which the pace slowed down a bit.
+
+Due to everyone staying home during the start of the Corona pandemic
+everybody had a lot of time to work on re3 again and
+we finally got a standalone exe in April 2020 (around 180k lines by then).
+
+After the initial excitement and fixing and polishing the code further,
+reVC was started in early May 2020 by starting from re3 code,
+not by starting from scratch replacing functions with a dll.
+After a few months of mostly steady progress we considered reVC
+finished in December.
+
+Since then we have started reLCS, which is currently work in progress.
+
+
+## License
+
+We don't feel like we're in a position to give this code a license.\
+The code should only be used for educational, documentation and modding purposes.\
+We do not encourage piracy or commercial use.\
+Please keep derivate work open source and give proper credit.